Lock up your doors, shutter your windows, and run for the
hills, because Fighter Squadron is coming, and this game
has more math than you can shake a slide rule at!
Buzzing the hilltop radio station.
Ok, back to reality. What was all that ranting about? Well,
if you've ever played A-10 Attack!, A-10 Cuba!, Or Hellcats
Over the Pacific, then you're probably familiar with Eric
Parker's unique works. Eric and his team at Parsoft have a
singular dedication to making fun sims with the most
realistic physics possible.
Some readers will remember my mantra "realistic doesn't
have to mean complex" - a phrase I like to use over and
over again, especially when I hear certain sim developers
insist on making their sims feel like arcade games to make
them more accessible. This mantra is in no small part due
to my experiences with the A-10 series - games whose
physics were far ahead of their time, and even today have
not really been surpassed.
Fighter Squadron: The Screaming Demons over Europe is
coming, and it looks set to redefine how we look at physics
modeling. Offering various graphics options, a good (though
modest) cross-section of aircraft to fly, flyable bombers,
and the ability to play any mission from any side (much
like IAF), a mission designer, and even the ability to
design your own airplanes from scratch, FS:SDOE is shaping
up to be a very unique entry into the recently crowded
skies over Berlin. Today, the objective is to take a quick
look at the graphics and certain aspects of the physics
modeling.
When it comes to graphics, SDOE offers plenty of options.
D3D, Glide, OpenGL, software rendering - take your pick.
Planes are absolutely gorgeous in their detail (perhaps
just a notch below Jane's WW2 Fighters) and the terrain may
be somewhat plain looking but is nevertheless rendered with
a decidedly "artistic" flair. Also, when it comes to 3D
clouds, the current SDOE beta has the Jane's WW2 Fighters
demo beat hands down. They look better and are much easier
on your framerate, to boot.
What is perhaps most interesting about the graphics in SDOE
is their consistency. Simply put, the objects and world you
are looking at is >exactly< the same whether you're
looking at an external view or sitting in the cockpit.
Huh? What? Let me try again. Say you are looking at the
external view of a B-17 and begin to zoom in. As you get a
close look at the cockpit, you will see all the cockpit
gauges and controls authentically working. If you switched
to the internal view, you would see the same thing. The
only difference is that in one view, you are looking from
the position of the pilot's seat, and in the other from a
camera position somewhere in space.
View forward through the B-17's fuselage.
Standing on the bomb bay catwalk looking up into the
cockpit.
Looking through the open bomb bay doors.
The beauty of this consistency needs to be seen to be
appreciated. If you haven't already looked, take a look at
my photos from the Palm Springs Air
Museum. In one photo, you are looking aft from the
cockpit - plainly visible are the ball turret, spots for
the waist gunners, and the catwalk across the bomb bay.
In SDOE, if you were to look at the cockpit from outside at
the right angle or open the bomb bay doors you would also
see all these details. It's rather like some detailed scale
models with working parts, you can open one part or look
through another to see more details contained inside. It's
simple, not very fancy, but the effect goes a long way to
helping you suspend disbelief
Now a lot of sims these days are claiming realistic physics
- and yes, there are more games available today with very
respectable flight models than at any time in recent
memory. However Parsoft is going further than this - much
further.
Take Jane's F-15 as an example. While the flight modeling
of the F-15 is quite impressive, the illusion shatters on
landing (at least in the initial version). Landing was
rather arbitrary by comparison to the flight model. A
player could take an 80,000lb loaded Eagle and slam it into
the runway at some horrendous descent rate yet still arrest
the vertical descent safely and instantaneously.
Compare this experience to a similarly botched landing in a
B-17 Flying Fortress in Fighter Squadron. I approached the
field with gear and flaps down, first bobbling on the verge
of a stall, then adding power, but at the last minute I
slammed down on the runway hard and in a completely
cockeyed manner.
I landed on the right main first, and it's suspension
compressed as it tried to compensate for my funky landing,
but the left side came down good and hard. The left wheel
broke off , leaving me on two gear and grinding a strut.
This made the bomber start a hard yaw to the left that I
vainly tried to arrest with rudder and tailwheel steering.
No such luck - once the speed dropped below a certain
point, the rudder became completely ineffective and the
bomber lurched way over to the side, crashing into a
split-level set of cargo crates at low speed. The crates
hit the left strut, snapping it back at a funny angle and
mangling the prop on the number two engine, which began to
quietly pout a stream of smoke. When all was said and done,
the bomber was actually safe and level, with the left side
wing actually propped up on the lower tier of crates!
The instruments are legible from even out here.
Another example - starting a mission for the first time in
the P-51 Mustang, I cranked the engine to get ready. In
this case I really mean cranked. Just like starting a
(longitudinally mounted) engine in a car, the P-51 rocked
back and forth from the torque of engine start.
Excited to get into the air, I punched the throttle, and
promptly found myself sitting on my nose with a ruined
Merlin impacted in terra firma. In my excitement, I had
forgotten to release the wheel brakes, and put enough
throttle to pull the center of gravity right over the top
of the wheels. Thus I ended up resting on the prop cone and
the two mains instead of the tailwheel.
Yet another example - this time I'm saving the most
interesting for last. Flying in a formation of Lancasters,
I man the tailgunner posistion and find myself unable to
resist the temptation of shooting at the fellow bombers in
my wing. After making a well-placed burst, I damage a
wingie's #1 engine. It begins to smoke, then catch fire,
and finally the crew feather the engine. I then direct my
fire to one of the two vertical stabilizers. After
experimenting a bit, one gets completely shredded off the
bomber. The Lanc starts to swerve a bit and looks like it's
going to lose control, but the intrepid crew manage to hang
on and bring it back under control.
Lancaster in deep sheep dip.
Undaunted, I fire at their left wingtip, and blast it to
smithereens. The heavy bomber is hurting badly but keeps
formation - although it is dropping back now. Finally, I
let loose with a continuous burst into the #2 engine. It
eventually bursts into flame, but I keep leaning on the
trigger, firing twin streams of .50 cal shells into the
same spot. Suddenly the main spar gives way completely -
the left wing shears off at the #2 engine mount, the engine
breaking free and dropping like a flaming bomb.
Mortally wounded, the hulking bomber begins to pirouette in
an aerodynamically correct death spiral. The remainders of
the left wing - still holding the #1 engine - flop end over
end in the airstream, finally also spiralling into the
ground. WOW!
What I'm trying to convey here in these three examples is
that Parsoft is not limiting their applications of physics
to the flight model. Just about everything in the game is a
physically modeled entity that serves a certain purpose.
The landing gear suspension is modeled, the structural
behavior of the aircraft is modeled, the effects of damage
to control and lifting surfaces are modeled. Even the
pilots are "virtual pilots" using various stick inputs to
control their flight - rather than merely tracking along an
invisible set of rails. Essentially, it's the kind of stuff
that made A-10 Cuba great, but taken to a new level.
You'll notice this attention to detail when you pull a hard
turn and see your wings flex under the strain. You'll
appreciate it when you can fly a P-38 like the great aces,
realistically adjusting power on your engines independently
to improve manueverability. You'll REALLY take notice when
a giant chunk of debris from the bomber you just shot
cleaves off part of your wing - have fun trying to nurse
the broken plane home!
Certainly there are many things that may change and/or
issues that have not been resolved. This is not meant so
much as an evaluation as it is a glimpse into some of the
interesting facets that make Fighter Squadron stand out in
the thundering herd of World War II sims to come.
Take a good look at the wing. This is at negative G's
This is at high positive G's - how about that metal
fatigue, eh?
Nicely "weathered" paint on this Mosquito.
Even the manufacturer's label on the gunsight is relatively
legible.
You can switch from wide-angle to "zoom lens" on the fly.
Quite handy.
Flaps partially extended.
Flaps fully extended. Note how the flaps slide back on
extensions as well as flipping down. Interesting attention
to detail.
Look closely and you'll notice that I dinged my right main
gear. It still more or less works, but the crew chief is
going to have kittens when he sees this!